class_name State_Idle extends State
@onready var walk: State = $"../Walk"

# What happens when player enter this state?
func Enter() -> void:
	player.UpdateAnimation("idle")
	pass


	
# What happens when player exit this state?
func Exit() -> void:
	pass	
	

# What happens during the _process update in this state?
func Process(_delta : float) -> State:
	if player.direction != Vector2.ZERO:
		return walk
	player.velocity = Vector2.ZERO
	return null
	
	
	
# What happens during the _physics_process update int this state?
func Physics(_delta : float) -> State:	
	return null





# What happens with input events in this state?
func HandleInput(_event : InputEvent) -> State:
	return null	
	
	
	
